This is a summary of your choices when generating a
character for
System Shock 2.

The numbers to the left are the equivalent cost in modules
at "normal" setting.

Marines (47-48 modules)

Basic

12

+1 Standard Weapons

Year 1

11

+2 Strength

11

+2 Endurance

11

+2 Agility

Year 2

15

+1 Energy Weapons
+1 Cyber-affinityLaser pistol (poor:2)

15

+1 Heavy Weapons
+1 Cyber-affinityGrenade launcher (poor:2)

14

+2 Standard Weapons

Year 3

10

+1 Maintenance1 Maintenance Tool

10

+1 Modify

10

+1 Repair

Navy (45-50 modules)

Basic

12

+1 Standard Weapons

Year 1

13

+1 Hack
+1 Strength

13

+1 Repair
+1 Strength

13

+1 Modify
+1 Strength

Year 2

11

+2 Cyber-affinity

10

+1 Maintenance1 Maintenance Tool

14

+2 Standard Weapons

Year 3

10

+1 Research

11

+2 Endurance

11

+2 Agility

O.S.A. (58-59 modules)

Basic

10

Tier 1 PsiPsionic amplifier

Year 1

26

Tier 2 Psi
Cryokinesis
Psychogenic Cyber Affinity

26

Tier 2 Psi
Cryokinesis
Kinetic Redirection

26

Tier 2 Psi
Cryokinesis
Psycho-reflective Screen

Year 2

11

+2 Psionic

10

+1 Research

11

+2 Endurance

Year 3

12

+1 Strength
+1 Agility
+1 Cyber-affinity
Psychogenic Agility

12

+1 Strength
+1 Agility
+1 Cyber-affinity
Neuro-Reflex Dampening

12

+1 Strength
+1 Agility
+1 Cyber-affinity
Remote Electron Tampering

Notes

The game structure strongly discourages generalist
characters. If you don't start in the O.S.A., you probably
shouldn't invest much in psionics early in the game.

Marines and Navy overlap a little. The main difference
is: Marines tend to get a head-start in weapons, while Navy
tend to get a head-start in tech.

A big thanks to Felix Lee for creating and allowing use of this chart for this shrine.

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